Ball game apparatus



July 1, 1958 R. w. CONNER 2,841,398

BALL GAME APPARATUS Filed July 9, 1952 n 8 Sheets-Sheet l RICHARD W. CONNER BY W M ATTOPNEY July 1, 1958 R. w. CONNER BALL GAME APPARATUS 8 Sheets-Sheet 2 Filed July 9, 1952 I un INVENTOR RICHARD W. CONNER ATTORNEY July 1, 1958 R. w. CONNER BALL GAME APPARATUS 8 Sheets-Sheet 3 Filed July 9, 1952 INVENTOR RICHARD W. CONNER W 7% ATTORNEY July 1, 1958 R. w. CONNER BALL GAME APPARATUS 8 Sheets-Sheet 4 Filed July 9, 1952 INVENTOR RICHARD W. CONNER ATTORNEY July 1, 1958 R. w. CONNER 2,841,398

BALL GAME APPARATUS 8 Sheets-Sheet 5 Filed July 9. 1952 INVENTOR 9 RICHARD w. CONNER ATTORNEY July 1, 1958 R. w. CONNER BALL GAME APPARATUS 8 Sheets-Sheet 6 Filed July 9, 1952 INVENTOR RICHARD W. CONNER BY W v ATTORNEY July 1, 1958 R, w. CONNER 2,841,398

BALL GAME APPARATUS Filed July 9, 1952 8 Sheets-Sheet 7 INVENTOR RICHARD W. CONNER ATTORNEY July 1, 1958 I R. w. CONNER 2,841,398

BALL GAME APPARATUS Filed July 9, 1952 a Sheets-Sheet s INVENTOR RICHARD W. CONNER ATTORN E 3 United States Patent BALL GAME APPARATUS Richard W. Conner, Waynesboro, Pa., assignor of two- 'fifths to Elva Negley Conner, Waynesboro, Pa.

Application July 9, 1952, Serial No. 297,847

2 Claims. (Cl. 273-119) This invention relates primarily to improvements in a game board so constructed and arranged as to be adaptable for use in playing a multiplicity of games, primarily by means of a projector,-the latter being shiftable to a number of positions in accordance with the requirements of the game to be played and the game board incorporating interchangeable parts providing facilities for receiving the discharged projectiles.

Generally the game board includes a flat panel having a frame for retaining the same in a horizontal plane andv simultaneously providing rails or guardways about the game board.

Another feature of the development is the provision of elongated compartments at each end of the board formed between the board ends and the frame or rail, the compartments being divisible by means of removable, shiftable panels into a predetermined number of properly located sub-compartments of desired form and capacity to receive and retain the projectiles in accordance with the rules of the game being played.

Another feature of the game board is the provision of removable corner rail sections, preferably formed at the junction of the side rails and end rails, these corner rail sections providing continuity between the connected parts, and being interlocked with the side and end rails to prevent their displacement and normally comprehending the upper portion of the rails at the corners of the structure as determined by the plane of the game board, it being understood that the corner pieces are hereinafter to be referred to as corner gates, although the corner pieces may be included in the general term of removable guard rail sections, such as are provided in the end rails to facilitate the mounting of the projector intermediate the ends of the end rails.

Another object of the present invention is the P ovision of diagrams on the surface of the playing board, the diagrams including guide lines and markers permitting the adaptation of the board for use in a series of games involving the surface projection of a projectile from a suitable source such as is required in many simulated games, such as baseball and the like.

Another feature of the present development is the provision of a projector having a shiftable mounting permitting its placement at desired positions at the end of the board, the projector including a power cylinder with means for regulating the amount of impact with which the projectile is to be impelled and the further provision 2,341 ,3% Patented July 1, 1958 at of a multiplicity of carefully designed playing pieces to to be used by the players separately or in combination in the playing of different games, the playing pieces in some instances constituting hazards or defense elements, and in other instances forming auxiliary projectiles or buffer elements.

Further objects of the invention will more clearly hereinafter appear by reference to the accompanying drawings forming a part of this application, in which like charactors of reference designate corresponding parts throughout the several views, in which:

Fig. 1 is a perspective view of the invention showing some of the parts exploded to illustrate their association within the assembly;

Fig. 2 is a longitudinal sectional view of the invention;

Fig. 3 is a fragmentary enlarged perspective showing one end of the board and illustrating certain of the targets assembled in playing position;

Fig. 4 is an additional fragmentary perspective showing a different arrangement of targets and projector;

Fig. 5 is a perspective view of the projector with the magazine in position for assembly;

Fig. 6 is a top plan view of the magazine;

Fig. 7 is an end view of the projector;

Fig. 8 is a top plan view of the projector;

Fig. 9 is a side elevation of the projector;

Fig. 10 is a vertical section through the chute from the magazine;

Fig. 11 is a similar view illustrating the'trigger in elevation;

Fig. 12 is a vertical sectional view through a portion of the projector and the magazine with the projectiles arranged for operation of the projector;

Fig. 13 is a similar view showing the projectiles and trigger mechanism actuated by the impact plunger;

Fig. 14 is a similar and additional View showing the operation of the parts after impact from the plunger;

Fig. 15 is a perspective view of the stop member or power selector;

Fig. 16 shows a projectile;

Figs. 17 through 42 illustrate various forms of targets and hazards used in the playing of various games;

Figs. 43 through 50 illustrate various layouts of the targets and hazards used in the playing of various games.

Referring now to Figs. 1, 2, 3 and 4, there is illustrated the structure of the game board per so, this board including a fiat smooth rectangular panel 1 supported by a frame including side frame elements 2 and end frame elements 3. The marginal edges of the panel 1 project into a groove as shown at 4 in the side frame members 2, this groove extending horizontally and medially throughout the longitudinal inner surface of the frame member 2 and spacing the panel medially of the height of the side framing members so that such side frame members 2 form longitudinal side supports as well as side guard rails. The transverse end supports 3 of the panel are positioned beneath the panel end for the greater portion of their thickness but have outer faces projecting beyond the ends of the panel as best shown in Fig. 2, and provided with a series of vertical grooves or slots 5 to facilitate the positioning of partitions as will be more fully hereinafter described.

A plurality of transverse supports or stays 6 are arranged throughout the length of the panel 1 and connect the side frame members 2, these supports 6 having a depth equal to the depth of the end frame members 3 to provide a uniform support throughout the length of the panel. The side frame members 2 project beyond the end frame members 3 and are connected with the end walls 7, the latter being of the same height as the side frame members 2 and being formed with vertical slots 8 the game or by r mined by a player.

7 flat used in construction of theipanell. It will'be noted. that the receptacles B1 and when, p

end walls 7 are similarly cut away to'receive the cornerblocks or gates 12, these corner blocks 12 having pro jecting areas 14 defined by shoulders 15 to form head medially arranged. The actual and specific arrangement of these grooves will be a matter of choice and can be projections which engage the adjacent'vertical races-or the side frame members 2 and end walls-7'to-lock the" corner members 12 against lateral displacement'andito reinforce the corner structures. The corner members 12 are further provided with inner angular faces 16, which faces extend downwardly to the base 17 of the end pockets or Wells formed between the ends of the panel 1 and the end rail 7 throughout the end structures'of the board. The corner pieces 12 seat upon the upper faces of the side rails 2 and end rail 7 indicated in Fig. 1 at 18,

' these upper faces lying in the same plane as the top face 19 formed medially in the end rail 7 for the reception of the gate pieces 2%, the ends of which are notched at 21 to receive the triangular projections 22 in the rail ends as best shown in Fig. l. The corner pieces 12 and the central gate 24 form with the side and end rails a continuous rail structure when these parts are in place.

The surfaces 19 which receive the center gates are formed with openings or recesses '23 which receive swivel pins of the projector to be hereinafter described-and indicated generally by reference character A. The swivel mounting of the projectorA at the corners is in the openings 23*, these openings being so positioned as to permit an arc of movement of the projector to fully cover the playing surface. The recesses or openings 23 which receive; the swivel pin 49 preferably extend through the panel 1 and into the end support or brace 3 as best shown in Fig. l. The foregoing'structure provides an elongated flat playing board with wells at each end capable of being divided into a plurality of smaller areas,

by partitions 9, with means'for mounting a projector at three separate'positions at each end of the board and with further means for closing the gate openings when these openings are not in use, The board itself is laid off with modified without departing from the spirit of the invena plurality of diagrams capable of facilitating the play-I 1 ing of a multiplicity of games which are to.be hereinafter more fully described. Thestructure provides also for the mounting ofthe projector in substantially the plane of. theplaying board'and for the movement of the projector from a position approximating the longitudinal center line of theboard to alternate positions at the end corners of the board, as may be required by therulesof equirements in playing a game as deter:

j The pockets or wells at the'ends of the playing board,

in addition'tojbeing provided with means for partitioning, are also adapted to cooperate with removable receptacles. IB and B, these receptacles being' of proper depth to lie withtheir 'top edges flush with the to'p edges of the guard rails 2 andi7 and to fill the wells from sidewall to side wall and to be removable and;:interchangeable as. re-

7 projector body 32 to normally bias the'stop'in a rotational.

quired Obviously the end receptacle B is providedwith a diagonal end 'face which is adapted toJabut the diagonal faces {16 of the co'rner pieces 12. The use of the receptacles, two ofwhich are shown in position inv Fig.14, will be apparent from a furtl er description oflthe' specific games and may beused as bank-boards or for."

containing playing parts or projectiles or any of theiequip-' ment utilized in the use of the apparatus} I Q The proposed structure may be 'made of. metal, plywood, .or any suitable composition, or may bei'n ade, of

. a combination of these materials which might be found most desirable in production and in providing; against breakage or warping of the parts; The transverse braces I6 may or may not be necessary, and ;theirlnumberlmay f themat cbe varie'd in accordance withfr ecjuirements' of used will have their inner faces positioned to form a bank-board for the projectiles, and their length and arrangement may be altered to provide for interchangeable use within the scope of the invention. Generally the same is true with reference to the grooves 5 and 8, these grooves being shown in banks or spaced series withone The end wall 33 is formed with a'central opening 34 for the passage of the shaft 35 of the projector member, which latter includes the impact face'or panel. 36 and the handle or knob 37.' To provide energy for operating the projector. there is a spiral compression spring 38 arranged on the rod 35 between the inner face of the end .wall 33 and the pusher plate 3 6. Betweenthe knob or handle 37 and the outer face of the end Wall 33 there is a cushioning spiral spring 39 on the rod 35, the latter softening the impact by compression at the end .of the projecting stroke under the energy provided by the compression of spring 38. A vertical pin 40 extends downwardly from the bottom wall 31 of -the structure for seating in anyof the openings 23,; or 23" provided in the end portion of the game board structure.

The top structure. 32 of the projector casing is longitudinally slotted at 41 medially. of its width and the top surface. thereof throughout the greater portion of its length is formed with indicating marks or a selector scale at. each of its longitudinal marginal-edges as at 42 to permit the positioning of a stop member or power selector. shown in Fig. '15. The stopmeniber or power selector is formed preferably froman elongated piece of sheet metal and. is provided with a longitudinally concave portion 45gfo1: receiving the thumb of an -operator and an arched and downwardly extending portion o havi ng transverse spaced fiat edge portions 47 adapted to travel along. the. topface of the top wall 32' of the projector and a transverseclamp extensionplate 48'depending therefrom by a medial neck portion 49, the clamp plate 48'. a

being spaced by the neck 49 from the spaced transverse edges .47 a'distanee slightly greater than thQ'thlCkHSS of the material forming the 'top'wall 32 of the'projector.

The rear end 1 with which it is associated and cooperates. portion Of the stop mernber 45 is formed witha depending lug 50 medially'of its transverse edge and this edge is further reinforced by having spaced portions thereof .,at 51 bent against the inner face. of the body to reinforce the structure to, provide again'st distortion and rupture. A coil spring 52 1's adapted to be positioned about the dependinglug 50 between the reinforcing portion 51 of the top body 45 and;the upper face ofltheitop of the direction about a transverse axis formed by the edge portion 47, so that'the stop 'st ructure' will be canted or biased to .cause the clamp'element 48 and its wings 48 to bite;

into the lower face of. the top plate E'ZQto'lock the'stop member against accidentahmoveinent.

spring 52 and 'wlien pressure is'so-applied the} forward end will tend to-lift and swing on its pivotal pointTto V disengage the biting-edges.48 48- of theclamp bar from its frictional engageme'nt with the under face of top wall 32.. This structure provides for a quick; convenientop eration, eitherv forwardly or" rearwardly of the stop meni- F g-: j a fl 'P IiQIn fQthe projector is concave; in

7 V Movement of-the' stop member canreadily he brouglitabout by pressure 7 on. the concave :portion- 45.;against 'the' tension of the cross section by virtue of the angular side wall portions 53 which are joined by the connecting strip 54. A cross brace and wear strip 55 extends transversely of the connecting strip 54 for substantially the greater width of the structure and acts as a wear plate or swivel bearing for the swivel mounting provided by the downwardly extending pin 40.

Transversely of the projector, a projectile stop is provided in the form of a U-shaped pendulum or swing bar, as indicated by reference character 6%). This projectile stop has its free ends bent laterally for pivotal support in the side walls 30 of the projector body and normally is free to swing under impact from the projectiles D as illustrated in Fig. 13. The bottom wall 31 of the projector casing has a transverse portion struck out and bent upwardly as at 61 to retain the marbles against travel with the projector plate 36 when the latter is moved in a spring compressing direction. The stop element 61 is just sufficiently high to perform its required function without interfering with the impact plate 36, although the latter is shown as recessed at 62 to provide added clearance in this connection. The pendulum stop 60 is positioned between the side walls 30 just forwardly of the vertical center of the marble or projectile as it descends from the magazine so as to cause the latter to drop backwards instead of forwardly and in the direction of the stop element 61. The magazine is conventional in some features in that it provides a spiral container shown best in Figs. 6 through 12, and indicated generally by reference character E. This container may be of any suitable size to receive and retain the proper number of projectiles and terminates in the central column F which is seated upon an opening provided at the forward end of the projector and indicated by reference character G. The magazine is provided with a pair of depending plates 65 having vertical slots 66 which are received by the guide projections 67 formed at the top of the sidewalls and at each side of the opening G in the projector. The clamp plates 65 are relatively wide and are so spaced as to closely embrace the side walls 30 of the projector and retain the same with the column F in proper vertical alignment with respect to the opening G. Inwardly projecting lugs 66' extend inwardly from the side plates 65 at each side of the medial slot 66 for engagement beneath the edges 67' of the flanges of the top plate 32.

The back wall of the column F is flared outwardly at its bottom as at 68 to provide a rearwardly extending chamber in which is mounted the pivoted trigger 69. Trigger 69 is of plate form and is mounted on transverse pivots 70 in the side wall portions of the bottom of the column Within the flared chamber and includes rearwardly extending bottom flange 71 for operative association with the projector plate 36 and forwardly extending supporting extensions 72 which when the trigger normally swings on its pivots move to intercept the next available projectile moving into discharge position as best shown in Fig. 12.

A spring 73 is provided for normally urging the extremity 72 into the position of projectile interception shown in Fig. 12. This spring is shown in Fig. 5 as a hair spring having one extremity hooked in the walls of the slot 66 and the other end engaging the pivoted shaft 70. Other arrangements of suitable spring means may be provided.

Referring to Fig. l, the pivot opening 23 for the projector is illustrated as providing for an arcuate movement approximating the area of the playing board. All of the projectors used at the orners will be similarly mounted to provide suitable range in the playing of the various games.

In Fig. 1 panel 1 is shown with a selection of configurations which are suitable for use in association with the playing of certain games to be hereinafter described. The various patterns on the face of the panel embody a 6 baseball diamond layout indicated by reference character P with the outfield defined at P, and intersecting the outfield is a transvesre line Q parallel with the end of panel 1 and intersecting the outer portion of the baseball diamond layout P. The transverse line Q is in fact the chord of t .e arc R. A similar arrangement is shown at the opposite end of the panel. An additional transverse marker S is provided intermediate the length of the panel and this transverse marker S extends through a circle T positioned centrally of the panel. An additional circle I of greater diameter is formed with the same axis as the smaller circle T and within the larger circle t is the configuration of a square. control areas and boundaries and additional layouts may be provided on the surface of the panel for the playing of additional games involving the use of projectiles and a projector. The present application is not intended to disclose all of the possible characteristics of the present type available and is primarily for illustrative purposes in connection with the basic use of the development.

Figs. 16 through 42 illustrate various types of projectiles, targets and hazard objects used in numerous games to be more fully hereinafter described, and it will be noted that the projectiles may be utilized as targets and that one target may be associated with another target or a plurality of targets may be combined to form hazards in intercepting the projectiles delivered by the projector. The projectiles are intended to be of uniform circular size such as shown in Fig. 16 and any commercial marble may be used if of the proper size and weight. The different players may have projectiles of different color to facilitate the playing of the games and to permit proper scoring.

The instant gameboard structure, the projector, the mounting, the projectiles, and the targets are designed for use in playing a large number of games of the type in which speed, skill and experience are required. Many of the games which will be hereinafter described are of such a character as to be suitable in the training of the players in speed, timing, coordination and mathematics. Hereinafter this specification sets forth the playing rules and procedure in connection with certain definite games available by means of this invention. Other games which can be played and for which the present apparatus is particularly adaptable are Simulated Hockey, Race, Simulated Basketball, Bankball, Simulated Tennis, Simulated Skeet, Simulated Handball, Lightning, Simulated Pool, Sly, Simulated Pitch and Catch, Shufileboard, Mobile Mouse Trap, Convoy, Ru b-A-Dub-Dub, Horseshoe, Crokinole, Rotation, Knock-Out, Simulated Volley Ball, Tippycanoe, Redskins in a Shrimp Boat, Gyro, Drain Pipe and other similar games. The markings on the sur face of the gameboard can be altered to suit the playing of additional games and the fact that the magazine is removable from the projector permits the use of the latter with the player inserting the projectiles rather than having the projectiles fed from an automatic magazine such as is provided. The magazine is readily removable and when placed in position, the controlling elements for the projectiles are available for application and use without any adjustment or manipulation.

The entire structure of the playing assembly is available for modification as by removal of the bins B and B, shifting of the projector from the longitudinal center of the end guardrails to the corner guardrails, the removal or connection of the magazine, and such features can be quickly accomplished when changing from one game to another.

The foregoing will be apparent from a discussion of the general rules of the game to follow hereinafter, and also by an analysis of the specific games to be described.

In order to make clear the function of the salient structural features of the game apparatus herein described, certain instructive examples of the many games that may be These configurations define 'will be referred to as the central zone.

. played with this apparatus will'be described. It is to be understood that these games are described as illustrative examples and do not limit the scope of use of the lnventlon. In preparing the game apparatus for any of the games hereinafter described, it is to be understood that in each game the game board pockets are emptied of all partitions 9 and bankboard sections B and B unless there'is a specific statement to the contrary with reference to the particular game being described. Each of the removable rail sections 12,which when in their proper places on the game board establish" connection between the lateral or side guard or bounding rail 2 and the end guard or bounding rail 7 at each corner of the game board are referred to as corner gates. Each of the removable rail sections at the center of each of the end bounding or When any of said corner or central gates are installedon the game board'in its proper place so that it establishes continuity 'of the bounding rail at that point, said gate will be reguard rails are referred to as central gates.

ferred to as being in place. When any of said corner or end gates are not in place they will be referred to as being removed from the board. It is to be understood i that all gates are in place in the description of the games hereinafter'to appear except those gates which'are specifically'de'scribed as being removed with reference to the game under consideration.

When the pin 40 on the bottom of a projector A is introduced into one of the sockets 23 provided near each corner of the playing surface, the muzzle of said projector pointing toward the playing surface, said projector will be referred to as being mounted at a corner socket; when the pin'40 on the bottom of a projector A a is introduced into. one of the sockets23 located at the center of the end members of the game board, the muzzle of said projector pointing toward the playing surface, this projector will be referred to as being-mounted at a central socket. tor of a projector A is positioned at the first line on the power selector scale 42, it is to be understood that the leading edge toward the muzzle of said power selector aligns with thefirst line on the power selector scale, coun will be not of w it . 58 that is low. This is particularly important in games where a rolling target is used. 7 I j Certain general rules apply to all or nearly all of the games to be hereinafter described. These general rules outlined before a detailed description is given of I61. specinc described except when specific deviation from the general rules is pointed out in the descriptive matter relating to 1 In the description of the games, the

FQI11S. cting a projectile from a projector will be referred to as shooting. 7

Before play begins each player receives a definite number of projectiles, for instance twenty, and all other ectil s are removed from the game. board. A player 2 his one ofthe his ens of the game board, in a box placed onthe table near his end of the game board and the boxes B arid B serve well for this purpose, in his hand, or in the repeater l agazine of the projector A, if said repeater magazine mounted on the projector, but he may not store his =rojectiles on the playing surface. Aft-er play has begun, I t3 es shot from the projectors A may come to rest oi the playing surface. To reload his projector, a player may pick up projectiles from the playing surface, from the pocket i? at his end of the game board,'or from any box in which he may be storing his initial allotment of projectiles, but he must not pick up projectiles from d the pocket 3'7 at his opponents' end of the game board, from any box in which his opponent maybe storing role stiles, or from the stock of extra ro'ectiles that was P When a statement is made that the power selecing from the muzzleand the same'relationship applying for all ordinal numbers from first to sixteenth.

In any of the games hereinafter described, unless: specific statement tothe contrary is made with reference tov some particular game, all the projectors A used in. said game may be used with their respective repeated magazines E'attached, all said projectors may be used without their magazines attached, or some of said projectors may be used with and some without magazines attached; de-

pending upon agreements made'hetween or among the 7 players beforethe beginning of play.

On the playing surface of the game board'are inscribed three transverse lines Q and. S, each of which extends completely across the playing surface from one lateral bounding rail to the other, said transverse lines dividing the playing surface into four areas or zones. The central of the three transverse lines S lies at'the transverse center of the playing surface dividing the playing surface into two equal halves} When" two players are seated at the game board, one at each end, the pocket 17 of'the'game board nearer a given player is referred was that players pocket and the half of the playing surface between the v transverse central line Sjand a given'players pocket is:

referred to as that playershalf of the playing surface. The area of the'playing surface between a givenplayers pocket and thenearest to said pocket '17 of said transverse line S will be referred to as that players end zone, The area between a given players endzone andthe trans- "verse central line S will be referred to as that players central zone and the two areas between the two end Each time the game board is set up for play;the playing V surface should be made as nearly level as possible by" [placing sheets "of paper or cardboard under any corner.

not doled out to the players before the beginning of the game. s

in starting certain games, it is desirable thatboth la ere be 'in to shoot simultaneousl In such ames, V V o if a third person is present to act as. referee, the game is started as follows: the target objects are placed upon the playing surface in their starting positions and after both, or all, players indicate they are ready, thereferee starts the play by calling Shoot. After the referee calls Shoot, each player is free to shoot projectiles at the target or targets as frequently as he wishes. If a third person is not present, one of the players calls, in 7 even cadence, one, two, three, shoot. After the word shoot each player is free to shoot at the target of targets in starting other games, it is de- 1 as rapidly as he wishes. I siraole that one of the players'shoot first. The player who thus initiates play will be referred toas the starter. In such games, chance means are used to determine which player shall have the privilege of naming the starter. The 7 chance means of selecting the starter preferred foruse in the game apparatus is as follows: the eccentrically weighted ellipsoidal or egg shaped object of Fig.'34. is

placed upon the playing surface and an angular velocity is j imparted w it by one of the players. When the ellipsoid comes to rest, one end of its longest diameter will be higher than the other end of its longest diameter because of the eccentric position of the center of gravity of the ellipsoid.

lateral, longitudinal rail, the higher end of the longest diameter will be closer. to one end of the game board than will the lower end of the longest diameter. The player at' the last mentioned end of the board willihave the privilege of naming which player shah be first starter. If the ellipsoitlcomes to rest withitslcngest starter games, and it is to be understood that the follow-' ing general rules apply to each of the games hereinafter orojectiles in the game board pocket 17 at playing surface or in the pockets 17 at the ends Unless the longescdiameter'of the ellipsoid comes to rest in'an orientation perpendicular to the' diameter perpendicular to the lateral bounding rails it is spun again. After deter: mining that all othcr players are'ready, the playernamed initiates play by making the'first shot. Play then" progresses in one of two general manners, depending on certainjgames' each player is permitted tof; shoot as-fast' as he Wishes as soon as the first projectile leaves the barrellof the starters projector A.- Mother T r 9 games the players shoot in turn, each player taking as much time for each shot as he feels advisable.

If a target object is knocked off the game board over the lateral bounding rail 2 time out is called until said object is returned to the playing surface adjacent to the lateral bounding rail 2 at the point Where said object Went over said rail. When said object is placed on the playing surface, the main axes of said object are given the same orientation to the main axes of the game board that said group of axes bore to each other when said object was in starting position before play began. -For example, if at the beginning of a game a cylindrical disc, such as shown in Fig. 22, is placed on its rounded surface at the intersection of the longitudinal and transverse centers of the board with its fiat surface parallel to the lateral bounding rails 2, and said disc be knocked over the lateral bounding rail 2 during the progress of play, said disc is returned to the playing surface adjacent to the lateral bounding rail 2 at the point where said disc went over said rail, said disc being placed on its rounded surface with its fiat surfaces parallel to the lateral bounding rails 2. After a target object has been knocked out of bounds and has been returned to its proper position, the player or team opposing the player or team who knocks the target object out of bounds reinitiates play by making the first shot, other rules pertaining to the resumptic-n of play being the same as the rules for initiating play at the beginning of the game. If it cannot be determined who knocked the object out of bounds, the player whose projector A is nearest the object when it is returned to the playing surface takes the first shot. If, while playing a given game, a player causes any object, except the game apparatus parts used in playing that particular game, to contact any target object upon the playing surface, or if a player causes a target object to move by any means other than by shooting a projectile from his projector, or if a player interferes with the normal course of a projectile from an opponents projector by any means other than by shooting a projectile from his projector, a foul is called. When a foul is called all target objects are returned to the positions they held immediately before the foul was committed. The player or team responsible for the foul is then prohibited from shooting any projectiles until the opposing player or team has executed three shots. As soon as the projectile leaves the barrel in the third of a series of foul shots, both teams resume play as before the foul was committed. If, however, a player or team scores on the first or second of the three shots, the damage is considered repaired and play is resumed as before the foul was committed, the uncompleted foul shots being forfeited.

In every game hereinafter described, unless there is specific statement to the contrary, a projectile may be carorned off the bounding rails 2 and 7 at any point. In most games, if one player wins consistently, the power selector of the less expert player should be moved back away from the muzzle by progressive small steps until the games are close matches. Players should exchange their positions at the game board at the end of each game. If the end of a game is determined by time, the game may be divided into two half periods, say of five minutes each, and the players may exchange positions at the game board at the end of each half.

The following description of games are examples of the many games that may be played with this apparatus.

Simulated baseball Two players seat themselves at opposite ends of the game board. The two central gates 29 are removed, and a projector A is mounted at each of the two central sockets 23. The power selector of each projector A is posttioned at the fourth line on the power selector scale 42. The repeater magazines E must be removed from the projectors A.

.111 each pocket 17 are placed six partitions 9, one partition being inserted in each of the pairs of grooves 5 and 8 in longitudinal alignment with the triangular markings imprinted near the edge of the playing surface adjacent said pocket 17, thus dividing each pocket 17 into seven sub-divisions, a central sub-division and three lateral subdivisions between the central sub-division and each of the lateral bounding rails 2.

All projectiles used in simulated baseball are spherical, such as shown in Fig. 16. At the beginning of each half of each inning, the player representing the fielding team is allotted five white projectiles representing baseballs and hereinafter referred to as balls, and ten projectiles of another color. The player representing the batting team is alloted ten projectiles, none of them white. In the pocket 17 at the batting teams end of the game board, the space the central subdivision and the first divisions lateral to the central subdivision represents the strike zone. pitch, the player representing the fielding team places a white ball in his projector A and, when his opponent is ready, shoots said ball toward his opponents pocket 17. if said pitched ball enters the strike zone, it counts as a strike. If the player representing the batter, hereinafter referred to as the batter, shoots at said pitched ball and misses it, it is counted as a strike. If the batter does not shoot at the pitched ball and it enters a second subdivision lateral to the central subdivision, it counts as a ball. If the batter does not shoot at a pitched ball, and said ball comes to rest in one of the third sub-divisions lateral to the central subdivision, it counts as a wild pitch and each base runner advances one base. If the batter does not shoot at a pitched ball, and said pitched ball comes to rest on the playing surface it is counted as a ball unless the batter chooses to shoot at it. If the batter shoots a projectile at a pitched ball and said projectile contacts said ball, the batter will be said to have batted the pitched ball and after its contact with the batters projectile, the pitched ball will be referred to as a batted ball. If a batted ball rolls into the batters pocket or contacts one of the lateral bounding rails 2 in foul territory on the baseball field inscribed on the batters half of the game board, the batted ball counts as a foul ball. After a batted ball has contacted one of the lateral bounding rails in foul territory on the baseball field inscribed on the batters half of the game board, said batted ball may not be fielded. The fielding of a batted ball will be hereinafter fully discussed. If a batted ball contacts one of the lateral bounding rails 2 on the batters half of the playing surface, but in fair territory on the baseball field inscribed on the batters half of the game board, said batted ball is considered an infield fiy and an automatic out, provided first and second bases or all three bases are occupied by baserunners and provided there are not already two outs. If the batting team does not have baserunners on both first and second bases, or if there are two outs, the player representing the fielding team must field the ball successfully or the batter advances to first and any baserunners on already advance one base. If said batted ball is not an infield fly, and said batted ball is successfully fielded, the batter is out and no baserunner advances.

If a batted ball contacts one of the lateral bounding rails 2 on the fielding teams half of the game board,

said batted ball will be considered a scratch single unless it is subsequently fielded, and each base runner will advance one base. If said batted ball is subsequently fielded, it will be considered a sacrifice, and the batter is considered out, but each baserunner on base will advance one base. If a batted ball enters one of the third subdivisions lateral to the central subdivision of the fielders pocket 17 without first contacting one of the lateral bounding rails 2, said batted ball is considered a single, and the batter advances to first base. Any baserunner on first base advances to third and all other baserunners score. If a batted ball enters one of the second subdivisions lateral .pocket, it counts as a home run.

'all runners on base advance one base. subsequently fielded, the batter advances to first. If the at said batted ball.

. subdivisions between the central subdivision'and the lateral bounding rails 2; In each pocket, each of the first subdivisions lateral to the central subdivision count ing from the central subdivision toward each of the.

is considered a double. The batter advances to second and all other baserunners score.

one of the first subdivisions lateralv to the central sub- If a batted ball enters division of the fielders pocket 17 without first contacting one of the lateral bounding rails 2, the batter advances to third base and all other base runners score. If abatted ball enters the central subdivision of the fielders If, before a batted ball contacts one of the lateral bounding rails 2, the ball comes to rest on the playing surface in fair territory with respect to the baseball field inscribed on the batters half of the playing surface, the ball counts as a bunt, and Unless a hunt is bunt is fielded, the batter is out.

lateral bounding rails, will be referred to as a first sub division lateral to the central subdivision. Each of the 2 will be referred to as a third subdivision lateral to' the central subdivision. This terminology will be used a not only with reference to this specific game, but with reference to all games hereinafter described where one 7 or each of the game board pockets 17 is partitioned into To field a batted ball, the fielder shoots one projectile If the projectilecontacts the batted ball before the ball has rolled into a pocket 17, the

fielder is said to have fielded the ball, and the ball is no 7 longer referred to as a batted ball, but must be called a fielded ball. If any batted ball rolling on the playing surface is fielded before the batted ball has contacted one of the lateral bounding rails 2,.the batter is out and no base runnermay advance. If there are any runners on base, and a ball is fielded so perfectly that the ball rolls into the batters pocket 17, it counts as a double play and the most advanced baserunner is retired from the base paths. If a fielded ball is rolling toward the batters pocket 17, the batter may shoot one projectile at it in an. attempt to prevent said fielded ball from entering said batters pocket 17. A fielder may use his projectorbarrel to prevent a batted ball from entering the central subdivision of his pocket 17, provided said projector is properly mounted in its socket. -When a batted ball contacts the fielders projector the batter is not out, but the fate of the batter and the otherbaserunners is determined by the subsequent course of the batted ball, all of the foregoing rules applying.

As in baseball, three strikes constitute an out; a foul ballcounts as a 'strike unless there are already tWo strikes on the batter; and threeouts retire a side. Four balls entitle a batter to go to'first base and each team. bats in each inning and the team with the highest'score at the end of nine innings wins. ,In case of a tie at the seven subdivisions. The targetobject comprising two parallelepipeds joined by a fiat, flexible connecting band and as illustrated in Fig. 37 will be hereinafter referred to as the twin-wedge. The twin-wedge is placed at the center of the playing surface, each parallelepiped resting on one of its rectangular faces adjacent to said connecting band, so that the band is also resting on the surface of the game board, said twin-wedge being so positioned that its longitudinal axis lies parallel to the lateral bounding rails 2 and its flexible connecting. band lies on the center of circle T inscribed on the surface of the game board. One of the oblong target objects resembling castle ramparts, and as shown in Fig.30, is placed upon said connecting band, the bottom of said oblong target object resting on said barid, the longitudinal ads of said oblong target object lying at right angles to the longitudinal axis of the twin-wedge, and the centroid of'said oblong target object lying in the same vertical line with each of his projectiles only once.

oblong target object, directly above the centroid of said oblong target object, is placed oneof the heavier target balls, such as is shown in Fig. l7. The set-up for this game is shown in place in Fig.3.

Each player is allotted .ten' sphericaldprojectiles, as shown in Fig. 16, which he must store in a box near his end of the game board. All other projectiles are removed from the game board. A player may load his projector A only with projectiles taken from said box near his end of the j game board, and he may shoot By chance means it is determined which player shall shoot first. Players alternate shots. It is the object of each'player to cause as many projectiles aspossible to rollfrom the playing surface into his own pocket 17, and to have the projecend of nineinnings, additional innings are played until at the end of some inning one team leads. If so desired,

the power of each teams' projector may be variedat the end of each half inning, decreasing the power of the fielders projector A or increasing the power of the batters projector A makes for a higher batting average.

These power relationships should be so adjusted that 'each player bats between .300 and .400. Players may make their own rules. governing the use of the power selector in playing simulated baseball;

V Flipsydoodle positioned at the seventh scale 42. j a V In eachipocket 17 are placed six partitions 9, one partition 9 being inserted in each. of the pairs of grooves *line on the power selector tiles as near: the longitudinal center of the game board as possible. If a player turns his projector'to a'sharp angle s and s in longitudinal alignment. with the .triangular markings imprinted near the edge of the playing surface '1 adjacent said pocket 17, thus-dividing each pocket'17 into seven subdivisions, a centrahsubdivision and three each of and shoots a projectile slowly from .said projector so that the projectile drops directly into the pocket without first rolling on the playingsurface, the projectile is re- ,7 moved from its resting place in the pocket and placed in the central subdivision of'his opponents' pocket. In

order to cause a projectile toreturn to his own pocket,

a player gently. shoots the projectile under the elevated edge of the parallelepiped facing him. The inertia of the projectile lifts s'aid parallelepiped'aind the weight of the parallelepiped causes the projectile to 'roll :back toward. the. pocket of the'player who shot the projectile. If a player misses the'parallelepiped, and' his projectile rolls into his opponents pocket, that projectile will. count forhis opponent when the scoreis totalled at the end 1 of the game. If a projectile-comes to rest'on the playing surface, it is permitted toremainthe're and if the projec tile is subsequently knocked into one of the pockets, it

counts for the player in whose pocket it comes to rest;

If any player knocks theball from its restingfplace atop the oblong target object, that player forfeits the game to his opponent.-

of his ten projectiles. Each projectile in one of the f'subdivisions' lateral to the centralsubdivision counts three 'Ihegame terminates when each player ihas shot all i 13 points; each projectile in each of the second subdivisions lateral to the central subdivision counts two points; each projectile in each of the third subdivisions lateral to the central subdivision counts one point. The player with the higher score wins.

Naval engagement Two players seat themselves at opposite ends of the game board. The two central gates 20 are removed, and a projector A is mounted in each of the two central sockets 23. The power selector of each projector A is positioned at the eleventh line on the power selector scale 42. One of the end bankboard sections B is placed in each end of each pocket 17, the central portion of each pocket 17 remaining empty of bankboards and partitions. Each player receives ten projectiles, as shown in Fig. 16, none of said projectiles being red. Each player is assigned one of the model boats, illustrated in Fig. 29, each boat being a different color to permit said boats to be distinguished from each other. Each player places his boat on its bottom surface on the infield of the baseball diamond inscribed on his half of the playing surface, the prow of said boat resting on the second base, the stern resting on the pitchers mound, and the longitudinal axis of the boat being exactly parallel to the lateral bounding rails 2. Each player receives four red balls, representing torpedoes. Each player places two of his balls in the longitudinal groove atop his boat, one red ball being placed in the fore depression in the longitudinal groove and one red ball being placed in the aft depression in the longitudinal groove. Each player holds two red balls in reserve. The set-up for this game showing the targets in position for play is shown in Fig. 4.

If a boat with two balls in the longitudinal grooves is struck a blow of suitable force on its side a beam to one ball, that ball will be ejected from the boat over the opposite side of the boat from the side on which the boat is struck, and the ball will travel in a course substantially perpendicular to the line of the longitudinal axis of the boat immediately before the moment of impact. If a boat with two balls in the longitudinal groove is struck a blow of suitable force on the side at a point equidistant from the two balls, both of said balls will be ejected over the side of the boat opposite the side on which the boat is struck, and each of the balls will travel in a course substantially perpendicular to the line of the longitudinal axis of the boat immediately before the moment of impact. If a single ball is at rest in the longitudinal groove atop a boat, and said boat is struck a blow of sufiicient force to eject said ball over the side of the boat opposite the side on which the boat is struck, the course of travel of the ball will depend on the position of the point of impact. If the blow is struck at a certain point between the center of the ball and the center of gravity of the boat, the ball will travel a course substantially perpendicular to the line of the longitudinal axis of said boat immediately before impact. If the blow is struck a relatively short distance aft from said certain point, the ball will follow a course diverging forward from a line perpendicular to the line of the longitudinal axis of the boat immediately before the moment of impact. If the blow is struck a relatively short distance forward of said certain point, the ball will follow a course diverging aft from a line perpendicular to the line of the longitudinal axis immediately before the moment of impact. If the blow is struck a relatively large distance from said central point, the results are unpredictable.

At a given signal, each player begins to shoot as frequently as he wishes. It is the' object of each player to cause the red balls in his own boat to be ejected from their resting place in the boat and to contact his opponents boat before contacting any other object upon the playing surface. When a red ball ejected from one players boat contacts his opponents boat before contacting any other object on the playing surface and before contacting one of the lateral bounding rails 2, said opponents boat is said to be torpedoed. If a ball ejected from one players boat contacts his opponents boat after having first contacted some other object on the playing surface, or after having contacted one of the lateral bounding rails 2, said opponents boat is not considered to be torpedoed, as the other object or rail is considered to have exploded the red ball representing a torpedo. When any given boat has been torpedoed five times, the boat is considered to be sunk, and the opponent of the owner of the sunk boat wins the game.

When a torpedo ejected from the opponents boat is rolling toward a players boat, said player may attempt to knock his boat out of the path of the torpedo, or he may attempt to eject a torpedo from his own boat in such a manner that it contacts his opponents torpedo and explodes it before the torpedo contacts his boat. A player may not, however, shoot a projectile from his projector at a live torpedo. If a player shoots a projectile and before the projectile either comes to rest or contacts some other object on the playing surface it contacts a torpedo ejected from his opponents boat before said torpedo has contacted any other object on the playing surface, the players boat will be considered torpedoed. When a player has ejected both torpedoes from his boat it is necessary for him to sail through dangerous waters to replenish his supply of torpedoes. When a players boat is emptied of torpedoes, he must propel his boat to a position where some portion of the boat lies in his opponents end zone, and then he must propel the boat back toward his own end of the game board until some portion of the boat lies in his own end zone. When this has been accomplished, he must return his boat to its exact starting position and place two torpedoes in the boat. If the player does not have two red balls in his possession, his opponent is required to surrender the required number of red balls immediately. To propel his boat from his opponents end zone toward his own end zone, a player caroms his projectiles off one of the bankboards B at the opposite end of the game board or ofi a lateral bounding rail 2 and a bankboard B. While a player is maneuvering to reload his boat, his opponent may at any time torpedo said boat. A player may not shoot a projectile directly at his opponents boat, nor may a player attempt to carom a projectile from a bankboard B or from a lateral bounding rail 2 in such a way that the projectile contacts the boat of his opponent before the projectile contacts some other object on the playing surface. If a player shoots a projectile and the projectile contacts the opponents boat before it contacts some other object on the playing surface, said player commits a foul. If at the time of the illegal contact the boat contains two torpedoes, the boat and torpedoes are returned to their respective positions at the time of the illegal contact and the player who committed the foul may not shoot again until the owner of the boat has shot ten projectiles. If at the time of the illegal contact the boat contained one torpedo, the boat and torpedo are returned to their respective positions at the time of the contact, and the owner of the boat places one more torpedo in his boat. The player who committed the foul may not shoot again until the owner of the boat has shot five projectiles. If at the time of the illegal con tact the boat contains no torpedoes the owner of the boat is permitted to return it to its starting position and place two torpedoes in the boat. As was previously stated, the first player to torpedo his opponents boat five times is the victor in the naval engagement. If one player wins consistently, the boat of his opponent should be considered a more sturdy craft requiring six or seven,

'or eight torpedoes to sink it, or whatever number makes the closest contest.

Battle of the bridge positioned at the fourth line on the power selector scale 42.

Three of the target objects comprising rectangular parallelepipeds, as shown in Fig. 35, are placed on the playing surface inside the circle 2 inscribed on the playing surface, each parallelepiped resting on one of'its square faces with its vertical faces being either parallel to or perpendicular to the lateral bounding rails 2, and'its center of gravity lying directly over the transverse center line 5 of the playing surface. One of the parallelepipeds is positioned 'on line S with its center of gravity directly 'over the center of the circles T and t inscribed at the center of the playing surface. One of the remaining parallelepipeds is positioned to each side of the central parallelepiped, two of the lateralward corners of each of the remaining parallelepipeds touching the line demarking the circumference of circle I inscribed on the playing surface. On top of each of the three parallelepipeds another rectangular parallelepiped is placed, resting'on one of its square faces, its vertical faces aligning with'the vertical faces of the "parallelepiped on which it rests, thus forming three stacks oftwo parallelepipeds eacha Spanning each of the spaces between the central stack and each of the lateral stacks of parallelepipeds atop said.

stacks, is placed one of the oblong target object'sresern:

bling castle ramparts, as shown in Fig. 30,"with its 1on 'gitudinal axis lying directly abovethe centraltransverse line S of the playing surface and the twooblong objects touching each other at a point directly above the center of the circles T and t inscribed on the playing surface. Two more of the oblong target objects are placed upon the playing surface, one lateral to and touching each of the lateral stacks of parallelepipeds, the longitudinal axes of the two objects lying directly over the transverse central line S of the playing surface. This configuration of objects, which is shown in Figs. 43 and 43 is designed V to represent abridge of two spans, the stacks of parallelepipeds representing the piers and the oblong objects atop said stacks representing the spans of the bridge. '7 Each of the two oblong objects placed atop the stacks of arallele ineds. will be referred'to as a s anin the de- P P r scription of the game hereinafter to appear;

Each player receives 'a model boat, asshown in Fig. 29; which he places o-nthe playing surface anywhere in his own end zone, the boat resting on its bottom surface. It

is most advantageous to place the boat with its longitudi nal axis lying dhectly above the straight line between the central socket'23 its own end of the board and the center ofv the space between the central stack, of parallelepipeds and thetla'teral stack of parallelepipeds' at his right as he faces'the game board with the stern'of the boat facing his own'projector and the prow of the boat touching the transverse line separating his own end zone from the central zone; The object of eachplayer'is to propel his'boat under the span to his own right as 'he faces'the game board, andthen to pro pel'his boatas far as'possible toward his opponents pocket -17. by shooting projectiles under the span;' if a player propels his boat 4 under the span to his right, and :then causes a projectile to strike said boat without the ro'ectile first pas sin t a r A V a under the span, the player loses a point. 'Whenplayer has propelledhis boat as far .ashe canor as fares-he wishes, he knocks'down the bridge to prevent his opponent from propelling his bpatvfur'ther toward the pocket V, 7 l7 opposite the opponenhand play terminates until'alll f objects are returned totheir starting positions.

One: player is selectedJby, chanceto play first. Players alternate turns. At each 'turn a player'may either shoot i one rojectile or move his projector A from one socket t h own end, of thegarne board to another socket at his own end in order to. shoot at his boat from a more advantageous angle, but he cannot execute bothsaid maneuvers at the same turn. A player may not shoot directly at his opponentsboat. If a projectile fired by any player contacts the boat of his opponent before it contacts said players boat, he loses two points. If a player knocks the span to his right off the stacks of arallelepipeds before he has propelled his boat under the span, he may not shoot again until the bridges are returned to their starting positions, and his opponent may shoot repeatedly at his own beat until such time as one of his projectiles does not contact his boat, at which time play terminates until all objects are returned to their starting positions. If, before he has propelled his boat under the span to hisright, a player knocks the span to hisleft off the stacks of parallelepipeds so that a boat may of the bridge spans since all objects were last placed in' their starting positions will score one point for the boats owner if it lies wholly in the central zone of the owners opponent; two points if the boat lies partly in the central zone of owners opponent and partly in the end zone of the owners opponent; three points if the boat lies wholly 1n the end zone of owners opponent; and five. points it lies in the pocket 17 of owners opponent. Each time'all objects are returned to their starting positions,. play is resumed as at the beginning of the game, the players,

alternating as starter; Thegame is terminated when a player attains a score of five or minus four. A player attaining a score of five wins. of minusfour forfeits thegame to his opponent. I

T racking to market :Twoteams of two players each seat themselves at the i game board, one player at each corner, and partners being at corners diagonally opposite each other. {Each of the corner gates 12 is removed and a projector A is mounted at each of the corner sockets 23 7 each projector A is positioned 'at power selector scale 42., The players at one end of the game board represent produce retailers, at the opposite end of the game board represent produce wholesalers. truck, shown in Figs. 41 and 42,'each truck being marked With distinctive indicia to permit it to be distinguished? from the other truck. Each wholesaler is. allotted four red-balls representing sweet potatoes, which the whole saler should: storein a box near his corner of the game board and each player is allotted fifteen spherical projec tiles. Each retailer places his truck in the retailers end zone to said retailers. side of the longitudinal center of the game board, the front of said truck facing toward the retailer's partner. Ineach channel on the under face of his truck, eachretailerfplaces two projectiles representing wheels thereby. raising the chassis of the truck 7 above the playing surface. Fig..44 illustrates the set-111p;

on the game board for the playing of this game. a

. It is the objectof each team to drive its truck from its starting position into the half of the wholesalers end zone nearest the whole's'alenofsaid team, toload the V truck with wholesalerfs four Fsweet potatoes and then to drive the'truck back into the;half of th'e retailers end zone from which itlstarted. The teani that accomplishes these maneuvers. first, so that the retailer'of the team can beat his competitor tolmarket with the sweet .po-

A player attaining a score J The power selector of i the tenth line on the" and the players 7 Before play begins, each retailer receives a a 17 tatoes wins. To drive the truck, the player behind the truck shoots projectiles at the frame of the truck, and the player in front of the truck shoots projectiles into the channels under the truck in order to keep at least one projectile in each of the channels. As the truck is rolled along it will roll off the projectiles originally placed in said channels. If a team permits one channel of the truck to become empty of projectiles, the truck is considered to have a flat tire and the member of the team away from whom the team is attempting to drive the truck is not permitted to shoot again until the member of the team toward whom the team is attempting to drive the truck has shot at least one projectile into the empty channel so that there is at least one projectile in each channel. If a team permits both channels of its truck to become empty of projectiles so that the entire chassis of the truck rests directly on the playing surface, the truck is considered to be a total wreck and the team forfeits the game to the opposing team.

When a truck is being driven from the retailers end zone to the wholesalers end zone, the front of the truck must at all times be nearer to the wholesalers pocket than the back end of the truck. If, while the truck is being driven from the retailers zone to the wholesalers zone, the truck turns so that the back end of the truck is nearer to the wholesalers pocket than the front of the truck, the retailer of the team to whom the truck belongs may not shoot again until the wholesaler of the team turns the truck so that its front end is once more nearer the wholesalers end zone than the rear end. As soon as a team has driven its truck into the half of the wholesalers end zone nearest the wholesaler of the team, the wholesaler may put his four sweet potatoes into the back of the truck and the team may begin to drive the truck back to the half of the retailers end zone from which it started. The truck may be backed from the wholesalers end zone into the wholesalers central zone, but when the truck is being driven toward the retailers end zone and any part of the trucklies in the retailers central zone, the front end of the truck must be nearer to the retailers pocket than the back end of the truck, or the wholesaler of the team owning the truck cannot shoot until the retailer of the team has turned the truck so that it fulfills this condition.

If any player shoots at a time when he is forbidden to shoot by the foregoing rules, neither player of said players team may shoot again until the opposing team has executed fifteen shots.

If, while in transit, one or more sweet potatoes is knocked out of a truck, the sweet potatoes must be returned, and the players of the team owning the truck may not shoot again until the players of the opposing team have executed ten shots. A player may not shoot directly at the opponents truck. If a player shoots a projectile and the projectile contacts the opponents truck before contacting the truck belonging to said players team, or before contacting another projectile, neither member of said players team may shoot again until the members of the opposing team have executed ten shots. To initiate play at the beginning of the game, a signal is given by one of the players or by a fifth individual, and at the given signal each player begins to shoot as frequently as he wishes.

Simulated dodge ball line on the power selector scale 42. The player with the projector set for the higher power will be referred to as the dodger. The dodger arranges nine discs, such as shown in Fig. 22, each on one of its flat surfaces on the center line S of the playing surface.

line Q that separates his end zone from his central zone.

The nine discs may be arranged in any desired pattern so long as some part of one of the flat surfaces of each disc touches the playing surface on each side of the line Q. The set-up of target objects for playing this game is shown in Fig. 45.

It is the object of the player with the projector set for lower power, who will be hereinafter referred to as the thrower, to cause projectiles fired from his shooter to contact the discs arranged in front of the dodgers projector. it is the dodgers object to prevent the throwers projectiles from contacting the discs by knocking the discs out of the path of the projectiles. The dodger may not shoot a projectile directly at a projectile shot by the thrower. If a projectile shot by the dodger contacts a projectile shot by the thrower without first having contacted a disc, the thrower is entitled to remove from the playing surface the disc of his choice. When the dodger is ready, the thrower starts the game by shooting a single projectile at one or more of the discs. Each disc that is touched by the projectile shot by the thrower is removed from the playing surface. If projectiles come to rest on the playing surface, they are removed from the playing surface before the thrower again shoots. A11 discs that were not touched by the throwers projectile are permitted to remain where they came to rest, whether it be on the playing surface or in one of the pockets. When the dodger indicates that he is ready, the thrower shoots a second time, the same rules applying. This process continues until all the discs have been removed from the playing surface because of contact with one of the throwers projectiles, or shot from the playing surface by the dodger in an effort to knock them out of the path of one of the throwers projectiles. The number of shots fired by the thrower before the playing surface is emptied is the throwers score. The players then exchange positions at the ends of the game board, allowing the projectors A to remain at their original positions; The nine discs are again placed on the playing surface, as heretofore described, and the process is repeated, the former dodger now being the thrower, and the former thrower now being the dodger. The player with the lower score wins the game. If one player consistently wins, his opponent is' given progressively more power when acting as thrower on until the games are close matches.

Melee Two players seat themselves at opposite ends of the game board. The two central gates 26 are removed and a projector A is mounted at each of the two central sockets 23. The power selector of each projector A is positioned at the fifth line on the power selector scale 4-2. Before play begins, an odd number, greater than one, of target objects are placed upon the transverse This starting position for target objects is 'used whether play is initiated by both players at a given signal or by one player acting as starter.

The object of each player is to drive as many as possible of the target objects into the pocket 17 at his opponents end of the playing surface. Once the play has started, each player shoots as rapidly as he can or wishes. When all target objects have been driven into the pockets 17, the game is ended. Each target object in a given pocket counts one point for the player at the opposite end of the game board. High scorer wins.

In a preferred form of Melee, nine discs are spaced along the transverse center line S of the playing surface, each on its convex surface, and eachwith its fiat surfaces parallel to the lateral bounding rails 2. A set-up showing target objects in'place for the playing of this game is illustrated in Fig. 46. Because a disc will roll farther as a result of an impact of any given force if it is so oriented that it will roll in line with the path of the projectile that strikes it, and because rany 'disc resting on its convex. surface willmove m ore readily than a disc e t m new m e. ,sfi s lt i he selects his gets judiciously and often a shot caromed 'oif the lateral bounding rail 2 will 'be more effective than a shot aimed directly .at the target. and quick thinking as "manual dexterity.

Thus expert play entails alertness Siege Two players seat themselves at opposite'ends of the game board. The two central gates 20 'are removed, and

a projector A is mounted at each of'the'two central sockets 23. The power selector of the projector A of one player, hereinafter referred to as the; attacker, is'

positioned-at the third'line-on the power selector scale ,42. :The'power selector of the projector A of the other player, hereinafter referred to as the defender, is positioned at the tenthline on the power selector scale 42.

The defender arranges seven of the oblong target objects, as shown in Fig. .30, and hereinafter referred to as ramparts, along the arc inscribed on the playing surface ;in his own central zone, the longitudinal'axis of each jrampart being tangentially oriented with respect to the arc, said ramparts being uniformly spaced upon the arc between the lateral bounding rails 2 in such a way that no projectile traveling on the playing surface'could pass between any adjacent two ramparts without contacting one of them; as shown set up for play in Fig. 47. 'Ihe defender receives one projectile; the attacker receives' thirty projectiles, hereinafter referred to as his men, and all other projectiles are removed from the game board. It is the object of the attacker to get as many as ;possible of his men into the defenders pocket 17 withwell as hand-eye coordination and "out'isaid men first contacting any of the ramparts- Each of the. attackers men'that contacts a rampart is thereby killed, and is removed from the game board. The attacker may'shoot each of. his thirty projectiles only once. The attacker begins the play by shooting a projectile at the ramparts in an attemptto separate two adjacent ram- ;partssufiiciently tov permit a man to pass between them without touching'one of them. The defenderrand the at hacker then; alternate shots, each playeritaking as long 1 for each shot as he wishes. The defender, by shooting shown inFig. 37, joined by a flat, flexible connecting 'band will be vhereinafterreferred to as thejtwin-wedge. The twin-wedgeis placed at the center of the playing surface, each parallelepiped' resting on one ofits -rectangular faces not adjacent toithe' connecting band, so

that the band is iraisedfabove the playing surface ofthe. game boardand is substantially paralleltogthatsurface,

the twin-wedge being so positioned that its longitudinal axis lies parallel to the lateral boundingrails 2 and'its flexible connecting :band is directly above the center of the smaller circle T; inscribed in the centerof the playing surface. Three of the'oblong' target objects, shown a in Fig. 30, are now arranged on-each side ofthe twinwedge and the lateral bounding rails 2, the three oblong objects being arranged to form three sides'of a square whose sides are either parallel or perpendicular to the lateral bounding rails 2, the open side of the square facing the twin-wedge and aligning with the longitudinally oriented side of the square V inscribed at the center of the playing surface, the transverse sides of the square, three sides of which are formedfby'saidobjects, being equidistant from the transverse central line S; Two projectiles are placed on the top of'each oblong object-to decrease the distance theobjectswill be moved by any given impact. The inside of the square formed by the three oblong objects-and the longitudinal line inscribed 'on the playing surface shall be referred to as the'goal, and any.object;will be said to-be in said goal if the object rests on the goal and does not touch the longi 'tudinal line inscribed on the playing surface. 'ran gement' of target objects is shown in Fig.- 48.

' At the beginning of the garneeach'player is allotted The projectiles belonging fifteen spherical projectiles. 'to one player are to be of a color distinct from the color of the projectiles belonging to theother player, so that =the projectiles ofeach' player may be readily distinprojectiles at 'the'ramparts, attempts to keep the ramparts in such a position that the attacker is. unable to shoot a projectile into the defenders pocket without said projectile contactingone ofthe ramparts. Before each shot, the'defender may remove any of thegates 12-20 at his end of the game board, and mount his'projector A at any j of the sockets 2323 at his end of the gameboard. At

* both projector locations 'not in use, he should put the .gates in place 'so that projectiles will not escapev from the game board. After each shot, the defender recovers his. projectile and uses it again for his next shot. terminates when the attacker has shot all of his thirty fenders pocket 17 is counted and the resultant number is the attackers score.

The players then exchange their positions at' the game. board, the, former defenderbecoming the attacker, and

' the former attacker becoming the defender and the process is repeated. The player with the higher score wins. If one player wins consistently, the less expert player should be given progressively more power in his turns' as attacker until the games are close matches.

A Tipstyle Two' players seat themselves at opposite ends'of' the game'board. The two central gates'20 are removed and 'a'projector A'is mounted in each of the-two central sockets 23. ;The power selector of each projector A is positioned at the fifth line on the power selector scale 42.

7 The. target objectcomprising two parallelepipeds, as

Play

. projectiles. The number of. the attackers men in 'the' de 7 guished. Each player places his projectiles in a box near' his end of the game board- A player is permitted to reload his projector A'o'nly with projectiles taken from a his box. He may shoot each projectile only once,-except in the case hereinafter noted. One player is chosen by chance means to; shoot first.

The object of the game is to shoot projectiles into.

the goals. ,A player must not, however, cause a 'ball'to contact one of the castle ramparts'before the .ballhas contacted the twin-wedge or another projectile, If a ball shot by a player contacts one of the castle ramparts before it has contacted the twin-wedge oranotherprojectile, the player who shot the ball is fined one point 'and allobjects except projectiles are returned to their' starting positions. To shoot a projectile into the goals, a player attempts to'r'oll the projectile slowly onto the twin-wedge. If'aprojectile isjrolling at the right speed, the twin-wedge will tip and the flexible band will bend in such a manner that each of the parallelepipedswilh come to rest on one of the parallelepipeds faces adjacent to the flexible band, and theflexibleband itselfwill come into contact with the. playingisurface,.and the projectile will either roll laterally from the twin-wedge or remain resting on the flexible band; I If the projectile comes to rest on the flexible band, the player who a shot the pro- 'jectile scores one point and is pIlvilegeditoshoot the projectile again. Except in this case, 'a' player may not shoot a plurality of shots without alternating shots. with his opponent, s 7 Whenever aprojectile shot by one player comes to rest anywhere except on the "flexible, band, thatgplayer is said to have completed play projectile. Each player V alternately completes play with a single projectile at each; turn. Unless a projectile comes to 'rest on the flexible band, it may'not be shotagain. If the projectile rolls laterally from the twin-wedge, 3 it 'may enter the goal;

, 'If a projectile. enters the goal, that projectile isiremoved fr e l 's stfss e it pl wh p is na l The ar-'- for the playing of this game e player.

shot the projectile scores one point "whether the projectile entered the goal before it came to rest after being projected onto the playing surface, or whether it was knocked into the goal by a subsequent shot of either After each shot the twin-wedge is returned to its original position.

A player may shoot at one of his own projectiles resting on the playing surface in an efiort to knock it into the goal. A player may shoot at an opponents projectile in an attempt to carom his own projectile off his opponents projectile and into the goal, or to roll said opponents projectile into a position where the opponent could not score with his projectile. Play is terminated when each player has completed play with each of his projectiles, and the player with the higher score wins.

I nvasion Two players seat themselves at opposite ends of the game board. The two central gates 20 are removed, and a projector A is mounted at each of the two central sockets 23. The power selector of each projector A is positioned at the seventh line on the power selector scale 42. In each pocket 17 are placed siX partitions 9, one partition being inserted in each of the pairs of grooves 5 and 8 in longitudinal alignment with the triangular markings imprinted near the edge of the playing surface adjacent the pocket 17, thus dividing each pocket 17 into seven subdivisions, a central subdivision and three lateral subdivisions between the central subdivision and each of the lateral bounding rails 2.

Each player receives three rectangular parallelepipeds, as shown in Fig. 25, which are distinctively colored to permit them to be distinguished from the parallelepipeds belonging to the other player. All of the parallelepipeds are arranged along the transverse central line S of the playing surface, each resting on one of its square faces with its centroid directly above said line, the vertical faces of the parallelepipeds being oriented at an angle of forty-five degrees to line S, the parallelepipeds of each player alternating with those of the other player so that no two parallelepipeds belonging to any one player are adjacent to each other, this set-up being shown in Fig. 49.

Each player is allotted six projectiles. One player is selected by chance means to shoot first. Players then alternate shots. If a projectile comes to rest on the playing surface it is removed. The object of each player is to drive each of his own parallelepipeds, hereinafter referred to as pieces, into his opponents pocket 17, as near the center as possible. A player may not shoot directly at an opponents piece. If a projectile shot by one player contacts one of his opponents pieces before said projectile contacts one of his own pieces, that player loses five points. Before a player shoots, his opponent may pivot his projector A to any desired angle in order to make it more difficult for the player to knock one of his pieces into the central subdivision of the pocket 17 at opponents end of the game board. After a player has shot, before he removes his hands fro-m his projector, he must position his projector in the position he wishes it to remain during his opponents turn. After a player removes both hands from his projector, he may not touch it again until his opponent has shot and his opponents projectile has come to rest. A player may not shoot until his opponent has removed his hands from the projector. The game terminates when one player has knocked all of his own pieces into his opponents pocket 17. If a player knocks one of his opponents pieces into said opponents pocket, the player forfeits the game to his opponent. A piece resting in a central sub-division of one of the pockets 17 counts ten points for its owner. A piece resting in one of the first sub-divisions lateral to a central sub-division c unts five'points for its owner. A piece resting in one of the second sub-divisions lateral to a central subdivision counts three points for its owner. A piece resting in one of the third sub-divisions lateral Going to Bermuda Two players seat themselves at opposite ends of the game board. The two central gates 20 are removed and a projector A is mounted in each of the two central sockets 23. The power selector of each projector is positioned at the fifth line on the power selector scale 42.

The target object comprising two parallelepipeds joined by a fiat, flexible connecting band, as shown .in Fig. 37, will be hereinafter referred to as the gangplank- The gangplank is placed at the center of the playing surface, each parallelepiped resting on one of its rectangular faces not adjacent to said connecton, so that the band is raised above the playing surface of the game board and is substantially parallel to that surface, the gangplank being so positioned that its longitudinal axis lies parallel to the lateral bounding rails 2 and its flexible connecting band is directly above the center of circle T inscribed in the center of the playing surface. A model boat, as shown in Fig. 29, is now placed on its bottom surface on the game board, the longitudinal axis of the boat lying directly over the transverse central line S of the playing surface, and the hump amidships being equidistant from the lateral bounding rails 2;. The arrangement of the target objects for the playing of this game is shown in Fig. 50.

Each player is allotted twenty spherical projectiles, the projectiles of each player having a distinctive color to enable the projectiles of one player to be distinguished from the projectiles of the other player. In this'game, a players projectiles will be referred to as his people. The object of each player is to get a couple of his people in the groove atop the boat, one person fore and one person aft of the hump amidships. By chance means, one player is chosen to shoot first. Players then alternate shots. A player attempts to get a person into the boat by projecting it slowly up onto the gangplank. If the projectile is projected in the right direction and at the right speed, it will roll oif the gangplank and come to rest in the boat. After each shot, the gangplank and the boat are returned to their starting positions if they have been moved significantly. The game terminates when one player gets a couple of his people in the boat, one person fore and one person aft of the hump amidships. If one person of each player lodges in the boat, both persons are removed and play is resumed. If two persons lodge in the boat fore, or two aft of the hump amidships, the second to arrive is removed. If a player knocks the person of an opponent out of the boat, said person is replaced.

In the playing of certain games, it is intended that the projectors A be used to deflect moving projectiles within the area of the are determined by the pivotal movement of the projectors. In Figs. 1 and 4, the arc of movement is indicated by the reference character Z, and any projectile or other playing piece which comes within this are can be deflected by either player by swinging the projector on its pivotal mounting. The same problem is involved when the corner pieces 12 are removed and projectors are mounted at 23 Obviously a projector mounted at 23 would have an arc of movement as indicated, not only to sweep the field while in use as a. projector, but as a manual guard. The different games may have difierent rules for using the projectors as suggested, it being sufficient that the projectors A be of such a length as to cover a desired are on the panel 1 in front of the projector mounting.

423 What I claim is:

1 1.- A game apparatus comprising a garneboard having a substantially fiat-and level playing surface, there being fguard rails extending above the level of the playing surface, said guard rails having upwardly opening recesses at spaced points, the bottoms of the recesses being level with the playing surface, the bottom surface being pro vided with means for mounting projectors thereon, elongated projectors pivotally, mounted on said mounting means, said projectors extending inwardly beyondfthe pockets; targets movably positioned uponthe surface of the gameboard, the projectors being pivotally movable to projectja' projectile against a target or against another projectile which has been projected -by an oppositely positioned projector to prevent said projectile from entering a pocket.

2. A game apparatus comprising a gameboard having a substantially fiat and level playing surface, there being alongthe edge of said playing surface a plurality of pockets or wells whose bottoms lie below the level of said playing surface, said gameboard being bounded by guard i rails extending above the level of the-playing surface, said guard rails having upwardly opening recesses at spaced points, "the bottoms of the" recesses being'level with the playingsurface, the bottom surface being provided with means f'ormounting projectors thereon, elongated projectors pivotally mounted on said mounting means, said projectors extending inwardly beyond the pockets, at least one projector being mounted along the outer edge of one of the pockets, the pocketlying'between the projector mounting means and the playing surface, the edge of the playing surface being sufliciently close to the mounting that the barrel'of a projector may be pivoted to overlie the'various {surfaces bordering saidpocket, vso that a projectile or target rolling or sliding upon the playing surface toward-a certain portion of said pocket may be prevented from-"enteringfsaid pocket either' by pivoting the projector to bnngthe barrel of theprojector into the path of said moving projectile -or target-1 object or by projecting a projectile from said 'at said moving projectile or target.

projector References Cited inthe file of'this patent UNITED STATES PATENTS 450,883 Davey -A.pr. 21,1891 529,802 'Olsson a Nov. 27,1894 996,458 Coleman June 27, 1911 a 997,314 Moore July 11, 1911 v 1,186,878 Brown June 13, 1916 1,270,293 Hoexter et al June 25, 1918' 1,748,030 Wetzell Feb. 18, 1930 1,925,918 Cox Sept. 5, 1933' 1,942,429, Jacobs Jan. 9, 1934 2,170,221 I Stanley Aug. 22, 1939 2,222,684 Rayburn Nov; 26, 1940 r 2,362,065 Hagopian': Nov. 7, 1944 2,479,721 Brimhall Aug. 23, 1949 2,503,877 Kuemmerlein et al. Apr. 11, 1950 2,574,569 Jones Nov. 13, 1951 2,620,191 Barryt Dec. 2, 1952 2,623,749 Kummer Dec, 30, 1952 2,642,058 Murphy June 16, 1953 a FOREIGN PATENTS 222,412 Great Britain Oct. 2,1924 594,951 'France July 6, 1925 

